| /NW4C-1.2.23/include/nw/math/ |
| D | math_Matrix44.h | 27 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT); 29 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT); 31 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
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| /NW4C-1.2.23/include/nw/math/inline/ |
| D | math_Matrix44.ipp | 41 @param[in] rotate 回転値です。 50 float rotate, 57 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate)); 94 @param[in] rotate 回転値です。 103 float rotate, 110 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate)); 146 @param[in] rotate 回転値です。 155 float rotate, 162 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
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| /NW4C-1.2.23/sources/libraries/gfx/ |
| D | gfx_TransformAnim.cpp | 482 transform.rotate = originalTransform->rotate; in EvaluateMemberAnim() 486 transform.rotate.x = (flags & anim::ResTransformAnimData::FLAG_ROTATE_X_NOT_EXIST) ? in EvaluateMemberAnim() 487 originalTransform->rotate.x : transformAnim.EvaluateRotateX(frame); in EvaluateMemberAnim() 488 transform.rotate.y = (flags & anim::ResTransformAnimData::FLAG_ROTATE_Y_NOT_EXIST) ? in EvaluateMemberAnim() 489 originalTransform->rotate.y : transformAnim.EvaluateRotateY(frame); in EvaluateMemberAnim() 490 transform.rotate.z = (flags & anim::ResTransformAnimData::FLAG_ROTATE_Z_NOT_EXIST) ? in EvaluateMemberAnim() 491 originalTransform->rotate.z : transformAnim.EvaluateRotateZ(frame); in EvaluateMemberAnim() 534 originalTransform->rotate.x : transformAnim.EvaluateRotateX(frame); in EvaluateMemberAnim() 536 originalTransform->rotate.y : transformAnim.EvaluateRotateY(frame); in EvaluateMemberAnim() 538 originalTransform->rotate.z : transformAnim.EvaluateRotateZ(frame); in EvaluateMemberAnim() [all …]
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| D | gfx_AmbientLight.cpp | 132 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResAmbientLight() local 134 resAmbientLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResAmbientLight()
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| D | gfx_HemiSphereLight.cpp | 133 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResHemiSphereLight() local 135 resHemiSphereLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResHemiSphereLight()
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| D | gfx_VertexLight.cpp | 151 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResVertexLight() local 153 resVertexLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResVertexLight()
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| D | gfx_FragmentLight.cpp | 150 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFragmentLight() local 152 resFragmentLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFragmentLight()
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| D | gfx_MaterialState.cpp | 67 float rotate, in SetupTextureMatrix() argument 76 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix() 80 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix() 84 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
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| D | gfx_Fog.cpp | 133 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFog() local 135 resFog->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFog()
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| D | gfx_Camera.cpp | 257 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in Create() local 259 resCamera->m_Transform = math::Transform3(scale, rotate, translate); in Create()
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| D | gfx_ParticleSet.cpp | 2539 nw::math::VEC3* rotate; in ParticleChildUpdater() 2541 …collection->GetStreamOrParameter(PARTICLEUSAGE_ROTATE, &rotate, &rotateParam, PARTICLE_BUFFER_FRON… in ParticleChildUpdater()
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| /NW4C-1.2.23/include/nw/ut/ |
| D | ut_ResTypes.h | 315 ResVec2 rotate; member 322 transform.rotate = this->rotate; in Transform2() 331 ResVec3 rotate; member 338 transform.rotate = this->rotate; in Transform3()
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| /NW4C-1.2.23/sources/libraries/anim/res/ |
| D | anim_ResAnim.cpp | 302 transform.rotate.x = (flags & ResTransformAnimData::FLAG_ROTATE_X_NOT_EXIST) ? in EvaluateResult() 303 originalTransform.rotate.x : EvaluateRotateX(frame); in EvaluateResult() 304 transform.rotate.y = (flags & ResTransformAnimData::FLAG_ROTATE_Y_NOT_EXIST) ? in EvaluateResult() 305 originalTransform.rotate.y : EvaluateRotateY(frame); in EvaluateResult() 306 transform.rotate.z = (flags & ResTransformAnimData::FLAG_ROTATE_Z_NOT_EXIST) ? in EvaluateResult() 307 originalTransform.rotate.z : EvaluateRotateZ(frame); in EvaluateResult()
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| D | anim_ResAnimGroup.cpp | 270 float rotate = *reinterpret_cast<const float*>(value); in SetValue() local 271 coordinator.SetRotate(rotate); in SetValue() 423 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local 424 rotateUpdater.SetViewRotate(rotate); in SetValue()
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| /NW4C-1.2.23/include/nw/gfx/ |
| D | gfx_CalculatedTransform.h | 342 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate() argument 345 rotate.x, in SetRotateAndTranslate() 346 rotate.y, in SetRotateAndTranslate() 347 rotate.z); in SetRotateAndTranslate() 360 SetRotateAndTranslate(transform.rotate, transform.translate); in SetTransform()
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| D | gfx_MaterialState.h | 259 float rotate,
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| /NW4C-1.2.23/sources/libraries/lyt/ |
| D | lyt_DrawerUniform.cpp | 89 register const f32 rotate = texSRT.rotate; in CalcTextureCoords() local 93 if ( rotate != 0.f || scalex != 1.f || scaley != 1.f ) in CalcTextureCoords() 96 nw::math::SinCosDeg( &sin, &cos, rotate ); in CalcTextureCoords()
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| D | lyt_Material.cpp | 47 texSRTs[i].rotate = 0.f; in InitTexSRT() 243 texSRTs[i].rotate = pResTexSRTs[i].rotate; in Material()
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| D | lyt_Util.cpp | 382 math::SinCosDeg(&sinR, &cosR, texSRT.rotate); in CalcTextureMtx()
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| D | lyt_Pane.cpp | 326 m_Rotate = pBlock->rotate; in Pane()
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| /NW4C-1.2.23/include/nw/gfx/res/ |
| D | gfx_ResMaterial.h | 1185 void SetRotate(f32 rotate) in SetRotate() argument 1187 if (this->ref().m_Rotate != rotate) in SetRotate() 1189 this->ref().m_Rotate = rotate; in SetRotate()
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| /NW4C-1.2.23/include/nw/lyt/ |
| D | lyt_Resources.h | 913 Vec3 rotate; member
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| D | lyt_Types.h | 1557 ut::ResF32 rotate; member
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| /NW4C-1.2.23/sources/shaders/gfx/ParticleShader/ |
| D | gfx_ParticleVShader.vsh | 31 #pragma bind_symbol(aInput1.xyz, v1, v1) // rotate
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